Of Nester? Hopefully none. If there's a big breaktrough with dial-up internet on DC, then I might consider making a netplayable version. But that's only if it's feasible.ghostparty wrote:how many releases do you think will come after SE?
Ideas for Scherzo's NesterDC SE.
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some things I'd like to see on NesterDCSE is support for a button the mimics B+A, like on SMSPlusDC.
support for Z&C on controllers, like the MadCatz DreamPad, that have a Arcade mode. then It'd be possible to have the ability to set up controlls like this; A=B, B=A, C=A+B, X=Rapid B, Y=Rapid A, Z=Rapid A+B, L or R=Select.
Analog stick support.
Rapid fire On/Off option and game speed option set in a menu, or can be Mapped to a Button of choice on the controller and kb.
Exit ROM should be set to A+B+X+Y+Start or L+R+Start and also Esc on the kb
L+R+Whatever button for this or that Menu, like L+R+A for Save States Menu, L+R+B for Genie&other Sub Menus, L+R+X for Map, L+R+Y for Manual&Guides
Kreed grafic mode like GenS and some other emulators on PC have.
Full Screen stretch mode for VGA/HDTV users, so you don't have to see a black bar at the bottem of the screen.
MIDI support for the ROM select menus.
support for Z&C on controllers, like the MadCatz DreamPad, that have a Arcade mode. then It'd be possible to have the ability to set up controlls like this; A=B, B=A, C=A+B, X=Rapid B, Y=Rapid A, Z=Rapid A+B, L or R=Select.
Analog stick support.
Rapid fire On/Off option and game speed option set in a menu, or can be Mapped to a Button of choice on the controller and kb.
Exit ROM should be set to A+B+X+Y+Start or L+R+Start and also Esc on the kb
L+R+Whatever button for this or that Menu, like L+R+A for Save States Menu, L+R+B for Genie&other Sub Menus, L+R+X for Map, L+R+Y for Manual&Guides
Kreed grafic mode like GenS and some other emulators on PC have.
Full Screen stretch mode for VGA/HDTV users, so you don't have to see a black bar at the bottem of the screen.
MIDI support for the ROM select menus.
SEGA!!! WELCOME TO THE NEXT LEVEL
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For the most part. These are already implemented.SONICR wrote:
Rapid fire On/Off option and game speed option set in a menu, or can be Mapped to a Button of choice on the controller and kb.
Exit ROM should be set to A+B+X+Y+Start or L+R+Start and also Esc on the kb
L+R+Whatever button for this or that Menu, like L+R+A for Save States Menu, L+R+B for Genie&other Sub Menus, L+R+X for Map, L+R+Y for Manual&Guides
.
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jjoepr is right. Here's the breakdown:
Support for Z and C buttons:
This is not done yet. Even though I don't have a controller with these extra buttons, I can code it in and let someone else test it.
Analog stick:
Done and togglable.
Rapid Fire On/Off:
This is done. I even took it a step further too. You can configure rapid fire for A and B seperately AND set the speed to you choice of SLOW, MEDIUM, FAST, or INSANE.
Exit ROM with (whatever buttons):
Right now, you exit the game by pressing analog left and start (or the D-Pad left if you're using the analog for playing the game). I'll eventually make it so that you can make it any key combination that you want.
Accessing different menus with different button combinations:
I'm not doing this. There is one in-game menu where you can access the rest of the stuff you'll need. It's cleaner this way.
Kreed 2xSaI or anything like it:
I almost thought about doing this. Just for kicks. But, after facing reality, I'm just not going to do it. It'll just be slow and sucky. First of all, there's the processing that 2xSaI does from a 256x240 image to twice that, 512x480. That's bad enough. But then that quadruples the amount of data that needs to be sent to video memory every frame. It's just not going to happen.
Full screen stretch:
So basic. So done.
MIDI Support:
Maybe. Right now, it'll do MP3, OGG, or various kinds of MOD files. Also, if you play an NSF through the NSF Player, it will continue to play if you go through other menus and such.
As for another feature I'm going to put in... we all know that you'll be able to view manuals, maps, etc. for games that have them. Well, it just realized to me that it would be really cool to view, say, a map on one half of the screen and have the game going on the other half. That way you don't have to keep going back and forth.
Support for Z and C buttons:
This is not done yet. Even though I don't have a controller with these extra buttons, I can code it in and let someone else test it.
Analog stick:
Done and togglable.
Rapid Fire On/Off:
This is done. I even took it a step further too. You can configure rapid fire for A and B seperately AND set the speed to you choice of SLOW, MEDIUM, FAST, or INSANE.
Exit ROM with (whatever buttons):
Right now, you exit the game by pressing analog left and start (or the D-Pad left if you're using the analog for playing the game). I'll eventually make it so that you can make it any key combination that you want.
Accessing different menus with different button combinations:
I'm not doing this. There is one in-game menu where you can access the rest of the stuff you'll need. It's cleaner this way.
Kreed 2xSaI or anything like it:
I almost thought about doing this. Just for kicks. But, after facing reality, I'm just not going to do it. It'll just be slow and sucky. First of all, there's the processing that 2xSaI does from a 256x240 image to twice that, 512x480. That's bad enough. But then that quadruples the amount of data that needs to be sent to video memory every frame. It's just not going to happen.
Full screen stretch:
So basic. So done.
MIDI Support:
Maybe. Right now, it'll do MP3, OGG, or various kinds of MOD files. Also, if you play an NSF through the NSF Player, it will continue to play if you go through other menus and such.
As for another feature I'm going to put in... we all know that you'll be able to view manuals, maps, etc. for games that have them. Well, it just realized to me that it would be really cool to view, say, a map on one half of the screen and have the game going on the other half. That way you don't have to keep going back and forth.
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I actually put frame skip back in until I figure out why Castlevania 3 is not running fullspeed without it. Putting the frameskip back in doesn't really affect games that run fullspeed. They look perfect. But for some reason Castlevania 3 is nearly half speed if there's no frameskipping enabled. But with it, it runs fullspeed but drops a few frames. Hardly noticable.drybed wrote:Wow, you should release it now, since it already looks good enough
Are you taking out frame skip? cuz that'll be bad:(, frame skip should be used with the d-pad or analog which ever ones u toggle, and a good feature would be to toggle the analog and d-pad to be used at the same time
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I haven't had any problems playing Castlevania 3 fullspeed in NesterDC 6.0. What changes could have been made since then to drop it to half speed?Strapping Scherzo wrote:I actually put frame skip back in until I figure out why Castlevania 3 is not running fullspeed without it. Putting the frameskip back in doesn't really affect games that run fullspeed. They look perfect. But for some reason Castlevania 3 is nearly half speed if there's no frameskipping enabled. But with it, it runs fullspeed but drops a few frames. Hardly noticable.drybed wrote:Wow, you should release it now, since it already looks good enough
Are you taking out frame skip? cuz that'll be bad:(, frame skip should be used with the d-pad or analog which ever ones u toggle, and a good feature would be to toggle the analog and d-pad to be used at the same time
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The action in the game, yes, does run fullspeed with frame skipping. But trust me, it's not doing 60 fps. It might only be skipping a few frames, which makes it hardly noticable. But taking out the skipping causes it to almost decimate by 1. Or so it seems.Syd wrote:I haven't had any problems playing Castlevania 3 fullspeed in NesterDC 6.0. What changes could have been made since then to drop it to half speed?Strapping Scherzo wrote:I actually put frame skip back in until I figure out why Castlevania 3 is not running fullspeed without it. Putting the frameskip back in doesn't really affect games that run fullspeed. They look perfect. But for some reason Castlevania 3 is nearly half speed if there's no frameskipping enabled. But with it, it runs fullspeed but drops a few frames. Hardly noticable.drybed wrote:Wow, you should release it now, since it already looks good enough
Are you taking out frame skip? cuz that'll be bad:(, frame skip should be used with the d-pad or analog which ever ones u toggle, and a good feature would be to toggle the analog and d-pad to be used at the same time
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awsome. hmm I like that Map&Game at the same time idea. it'll be toggable on&off anytime right?Strapping Scherzo wrote:jjoepr is right. Here's the breakdown:
Support for Z and C buttons:
This is not done yet. Even though I don't have a controller with these extra buttons, I can code it in and let someone else test it.
Analog stick:
Done and togglable.
Rapid Fire On/Off:
This is done. I even took it a step further too. You can configure rapid fire for A and B seperately AND set the speed to you choice of SLOW, MEDIUM, FAST, or INSANE.
Exit ROM with (whatever buttons):
Right now, you exit the game by pressing analog left and start (or the D-Pad left if you're using the analog for playing the game). I'll eventually make it so that you can make it any key combination that you want.
Accessing different menus with different button combinations:
I'm not doing this. There is one in-game menu where you can access the rest of the stuff you'll need. It's cleaner this way.
Kreed 2xSaI or anything like it:
I almost thought about doing this. Just for kicks. But, after facing reality, I'm just not going to do it. It'll just be slow and sucky. First of all, there's the processing that 2xSaI does from a 256x240 image to twice that, 512x480. That's bad enough. But then that quadruples the amount of data that needs to be sent to video memory every frame. It's just not going to happen.
Full screen stretch:
So basic. So done.
MIDI Support:
Maybe. Right now, it'll do MP3, OGG, or various kinds of MOD files. Also, if you play an NSF through the NSF Player, it will continue to play if you go through other menus and such.
As for another feature I'm going to put in... we all know that you'll be able to view manuals, maps, etc. for games that have them. Well, it just realized to me that it would be really cool to view, say, a map on one half of the screen and have the game going on the other half. That way you don't have to keep going back and forth.
SEGA!!! WELCOME TO THE NEXT LEVEL
Z and C buttons are exactly the same thing as R and L buttonsSupport for Z and C buttons:
This is not done yet. Even though I don't have a controller with these extra buttons, I can code it in and let someone else test it.
And can u tell us what the command is to get into the menu to save states and such?
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Same as R and L? I never wrote and code to use these yet, but I did just check the KOS header file containing inportant stuff and controller input. And C and Z do actually have their own values:drybed wrote:Z and C buttons are exactly the same thing as R and L buttonsSupport for Z and C buttons:
This is not done yet. Even though I don't have a controller with these extra buttons, I can code it in and let someone else test it.
And can u tell us what the command is to get into the menu to save states and such?
Code: Select all
/* Buttons bitfield defines */
#define CONT_C (1<<0)
#define CONT_B (1<<1)
#define CONT_A (1<<2)
#define CONT_START (1<<3)
#define CONT_DPAD_UP (1<<4)
#define CONT_DPAD_DOWN (1<<5)
#define CONT_DPAD_LEFT (1<<6)
#define CONT_DPAD_RIGHT (1<<7)
#define CONT_Z (1<<8)
#define CONT_Y (1<<9)
#define CONT_X (1<<10)
#define CONT_D (1<<11)
#define CONT_DPAD2_UP (1<<12)
#define CONT_DPAD2_DOWN (1<<13)
#define CONT_DPAD2_LEFT (1<<14)
#define CONT_DPAD2_RIGHT (1<<15)
Yes, Z and C are the same as L and R
When u plug in a sega saturn controller to the dreamcast using that 'Playstation/saturn converter controller' Z and C on the saturn controller act the same as the dreamcast's L and R buttons, and the L and R buttons on the saturn controllers are disabled
When u plug in a sega saturn controller to the dreamcast using that 'Playstation/saturn converter controller' Z and C on the saturn controller act the same as the dreamcast's L and R buttons, and the L and R buttons on the saturn controllers are disabled
Last edited by drybed on Sun Jul 17, 2005 10:08 pm, edited 1 time in total.
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It depends on the controller. Some of them actually have the buttons wired up as you'd expect (so Z = Z, and C = C). Others have the buttons wired up as the analog triggers. When you press Z, it acts as if you'd pressed L all the way down. When you press C, same deal with R. Others still have a switch to let you select between the two behaviours.
I think the Z = L, C = R thing is just for compatability with games that don't know about 6-button pads. I don't know why some pads can't work in proper 6-button mode though.
I think the Z = L, C = R thing is just for compatability with games that don't know about 6-button pads. I don't know why some pads can't work in proper 6-button mode though.